Ultima Adventures -  Community modded fork Ultima Odyssey

Ultima Adventures - Community modded fork Ultima Odyssey 1.07

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Finaltwist

Squire
Hello, New here to Odyssey and Ultima Adventures, sorry if this is a stupid question but can someone guide me on how to obtain a spellbook? I went to a mage, scribe, sage but they don't sell spellbooks, only scrolls. Also I spawned in Britain surrounded by like 12 chatty balrons, is it normal? (am i being demon racist?)
Amazing work btw, this really rekindled my love for this game
1. you didn't use the client provided in the download page (you saw balrons, but they are children if you use our client)
2. spellbooks are sold randomly, and meant to be crafted by other players too
3. you should really play on the server instead of playing offline, that way you get to play with other like minded folks :)

The new soulbound legacy system just went live today - characters have permadeath, but have a legacy system that makes a soul more powerful with each incarnation... ultimately leading to a powerful player without the need for any items. msg me if you want to play on the server, its a friendly group.
 

Polemicist

Citizen
Also had this issue-

"
There was an exception while attempting to load '[CliLoc]':
System.TypeInitializationException: The type initializer for 'Ultima.Files' threw an exception. ---> System.IO.FileLoadException: Could not load file or assembly 'Newtonsoft.Json, Version=11.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed' or one of its dependencies. The located assembly's manifest definition does not match the assembly reference. (Exception from HRESULT: 0x80131040)
at Ultima.Files.LoadDirectory()
at Ultima.Files..cctor()
--- End of inner exception stack trace ---
at Ultima.Files.GetFilePath(String file)
at Assistant.Language.LoadCliLoc()"

..When running the included "ClassicUO" client packaged with the server files.

I read elsewhere you're not planning on supporting offline players. Understood, but would it be possible then to get a discord invite to play online?
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Scratch that, fixed it.

Didn't see much on this topic, so for documentation's sake-

Make sure to download ClassicUO launcher, create a "Classic UO" launcher folder at the top level of "Ultima-Adventures', and then drag and drop the Classic UO folder into the Launcher folder before opening.

Razor's not opening by default, I have absolutely no idea how to add it post-hoc to Ultima-Adventure's ClassicUO client.

...Still down to play online with you guys, however!
 
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bonjeemon

Citizen
Hi Folks

Can you use the enhanced client with this?, either with the server or with the offline option?, i read its not really supported (offline) but im not really 100% committed to getting back into UO again yet so would rather try it out offline first IF it does work etc

its not a dealbreaker, 2d client is fine, just prefer the new one
 

bonjeemon

Citizen
Hi Folks

Can you use the enhanced client with this?, either with the server or with the offline option?, i read its not really supported (offline) but im not really 100% committed to getting back into UO again yet so would rather try it out offline first IF it does work etc

its not a dealbreaker, 2d client is fine, just prefer the new one
Just in case anybody else reads my message, no it wont support enhanced as the setup relies on a specific user client called classicuo

to get this working for offline use with the nov 14 version

1. You need to download the server files from this resource and copy the folder our of it to c:\ i.e C:\Ultima-Adventures

2. Download classicuo client and extract it to a folder, make sure the folder is called "ClassicUO Launcher" and ensure it is exactly at this location C:\Ultima-Adventures\ClassicUO Launcher (there is a shortcut file inside the server folder C:\Ultima-Adventures called "ClassicUOLauncher.exe - Shortcut" that should show an icon image IF step 2 is correctly done and will be a blank file image if it is not working)

3. Run the "RunUo.exe" file inside C:\Ultima-Adventures (i get errors when running the RunUo Nodecay.exe) and wait for it to get to compile etc, the last thing it should say is that it is doing minute tasks or something similar

4. use the shortcut mentioned in stage 2 to run the classicuo client, you will need to set up a profile, and conveniently there is a screenshot inside the C:\Ultima-Adventures folder that shows you the correct settings at time of writing.

5. create an account by entering any username and password at the login screen and away you go, i checked with test1234 // test1234

ill be checking if i can get the nodecay exe working somehow as that sounds RAD and read you can still use razer with the classicuo client so if i can get that working ill post for any other's reading this

as a side note, from the short run around i have had so far this is an AMAZING setup, town was full of life and chatting citizens, plus the children really are very annoying
 

Edward Teach

Citizen
ill be checking if i can get the nodecay exe working somehow as that sounds RAD and read you can still use razer with the classicuo client so if i can get that working ill post for any other's reading this
Hi, I've been playing this privately with a friend or two for just over a week as well.

The regular .exe is capable of nodecay, you might have to change 'public static int decayrate()' in myserversettings to a '-1'. I actually never tested if there was decay without that set to -1.

I was wondering do you have the option to create 'story items' with your client? I'm hoping the reason I don't see them is the way I got my client working, I just used the Odyssey client with the map/art files and other client .mul files copied over.
 

bonjeemon

Citizen
Hi, I've been playing this privately with a friend or two for just over a week as well.

The regular .exe is capable of nodecay, you might have to change 'public static int decayrate()' in myserversettings to a '-1'. I actually never tested if there was decay without that set to -1.

I was wondering do you have the option to create 'story items' with your client? I'm hoping the reason I don't see them is the way I got my client working, I just used the Odyssey client with the map/art files and other client .mul files copied over.
Thanks for the reply :), from the comments in that file it seems your right and that the decay specific executable is to not have decay i think (might be misreading) but thanks for the pointer :)

ill happily test and let you know but i need a bit more info on what you mean by "story item", and its spawning,

currently im guessing you mean a quest item, or some similar thing like a book, or item given to you for a quest

do you mean, can i spawn these items useing admin commands, or do you mean, do they appear in normal play, i.e when doing a quest?
if this is about right can you give me a specific example, i.e a quest or named item and ill see what i can do to get it to work
 

Edward Teach

Citizen
There was talk earlier in this thread I believe of a new 'story item' system, this is it a little way down in this post:


In case that link isn't working it's post number 478 in this thread.

I get the impression there's supposed to be an option on the context sensitive menu when you single click on yourself.
It was one of the things that got me interested in using Adventures over Odyssey while reading this thread.

It's most likely that the download just hasn't been updated recently which is a shame because some of the new features do sound pretty cool.
 

bonjeemon

Citizen
There was talk earlier in this thread I believe of a new 'story item' system, this is it a little way down in this post:


In case that link isn't working it's post number 478 in this thread.

I get the impression there's supposed to be an option on the context sensitive menu when you single click on yourself.
It was one of the things that got me interested in using Adventures over Odyssey while reading this thread.

It's most likely that the download just hasn't been updated recently which is a shame because some of the new features do sound pretty cool.

So I tested with an owner account and as a player, both the accounts i have are less than 24 hours old though as i haven't had much chance to actually play yet and one was completely new, it might be a case of needing to be an older account than a few days etc but i doubt it

I cant see a story item context menu pop up, but that makes sense to me, the download has the date of November the 14th and that text post is in December so its likely only on the live server
 

Edward Teach

Citizen
Thanks for testing it at least.

By the way, if you're playing on your own you might want to change the luck formula so it's more similar to regular Odyssey. Obviously everyone is different but I was used to the levels of loot in Odyssey so was pretty bummed when I took down my first Balron only to be rewarded with a stale loaf of bread hehe.

It's in GetPlayerinfo.cs; search for : public static bool LuckyPlayer( int luck )
and below it, the LuckyKiller bool as well.
 

bonjeemon

Citizen
good shout :), just been messing around so far but having a blast with some friends with this now, EXCELLENT resource :)

thinking im going to keep a log of the how to and where to edit things for people trying to use this as ultima offline as i am :)

one thing ive noticed so far is that the server log gives you the names of the admin accounts for the gm runebook and you can copy paste them into the accounts file, then change there password to log into them, probably is not a real issue for the server but ive found it fun to check out the places they are standing in etc
 

Finaltwist

Squire
Greetings all! i was away during the holidays - but back on now. We've just implemented the soulbound system, did lots of bug fixes over the holidays.... the soulbound system is really quite fun (item attributes and bonuses do not apply to soulbound characters).

Anyone who wants to join can message me, im back at my computer now.
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Thanks for testing it at least.

By the way, if you're playing on your own you might want to change the luck formula so it's more similar to regular Odyssey. Obviously everyone is different but I was used to the levels of loot in Odyssey so was pretty bummed when I took down my first Balron only to be rewarded with a stale loaf of bread hehe.

It's in GetPlayerinfo.cs; search for : public static bool LuckyPlayer( int luck )
and below it, the LuckyKiller bool as well.

You can mod the game any way you like obviously, but ive made some heavy changes to luck since the nov 14th package.

actually ive' completely revamped the loot system now - less items per kill, but the items you get have a higher chance of being better. I hate having to look through hordes of items when adventuring... there was just too much of it.
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For anyone playing offline: when i have the time to upload the next package, you will need to overwrite your save to get all the changes (and believe me there are lots). i don't support the offline package for offline play, its just a copy of the server which is where I and others play.

Also, we have a very active discord for adventures where you can ask questions etc. I would recommend trying the server so there's no need to worry about updating.
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the nov. 14th package is very much obsolete... just shifted through the discord changelog to see whats changed - there is more than i can write here. anyone is welcome to the discord to see the changes and improvements and new content added.
 
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Finaltwist

Squire
I started fiddling with diminishing returns for a few of the attributes and stats in the game.

Problem: it was very easy to get a 70/70/70/70 suit as it was, with so many artefacts being thrown at the player's face. This caused a situation where players were quasi invincible - especially when you could get +100 Str and +100 HP bonus, etc.

A solution to this is to create hard cap (this is what is done in most if not all shards), where you cap, say, HP bonus at +50. That solution works, but isn't really useful, since anyhting over +50 cap would just go to waste and get ignored.

Instead, i came up with a diminishing returns algo which was applied to fame/karma/gold/taming in UA. This can also be applied to these stats, instead of hard caps.

For example, if a player has +100 bonus HP on his items, he might only get +60 HP as a bonus. If the player wants to get the full +100, he will need +200 or +250 HP bonus. Diminishing returns also makes kit VERY easy to increase a value at first, but gets progressively harder and harder as it goes up, making the process of maxing out an attribute much more of a challenge.

This is being put on the server now - getting a maxed out character using items will be much trickier and require more planning, making it more of a challenge.

Getting a fully decked out invincible char before was too easy
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heres an example of diminishing returns being applied to resistances:

12 resists on armor => 12 resists for player
28 resists on armor => 26 resists for player
55 resists on armor => 47 resists for player
73 resists on armor => 53 resists for player
100 resists on armor => 65 resists for player
120 resists on armor => 70 resists for player

see, at the 50 level there is very little reduction but to max out the resists you need to really focus on the resist you want
getting a +110 suit on all resists will be more of a challenge.
 
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Finaltwist

Squire
Introducing: The SoulBound System - Permadeath gameplay with legacy progression.

A while ago a few of us were talking in the discord and we realized it might be interesting to play Adventures with permadeath. The idea was simple - when a char dies, he starts fresh as a new character, somewhere else. This really changes how you approach the world's dangers and gives a while new shot of adrenaline to the game.

Well, with the contribution from a few members of the discord, a few months later the system has developped into a full on permadeath system with a legacy element - allowing you to play the game with any AOS bonuses without the need for ANY items whatsoever. As your progress with your soulbound characters, the legacy elements allow you to improve your characters' souls, giving them AOS bonuses permanently.

So how does it work? Simple - when you start a new character, the greeter will introduce the concept:
sb1.GIF

Speak the words and more information will be given

sb2.GIF

I won't spoil the quest here, but once chosen, the new character will start on the server with a soulbound character
sb3.GIF

When you have completed the quest, the character will be able to accumulate soulforce, the thing that allows you to improve your character. Note that this is not easy to gain - and keep in mind that soulbound characters receive NO bonuses from items other than resistances. Armor does what it is meant to do, protect you and that's all. It doesn't allow you to see in the dark anymore.

sb4.GIF

The idea is simple, accumulate soulfource, improve your character. This is a very different gameplay from what most shards offer, and brings back the focus on character development instead of item collection and item-focused gameplay.

But all good things must come to an end, and your character will likely die

sb5.GIF

Don't worry... when you resurrect, you will appear in the world as a completely new character. The new character will come as one of many templates (thief, ninja, mage, tamer, etc) which includes starting skills and starting equipment. All skills/items are lost from that character, but soulforce transfers to the new character, hence the legacy progression element.
sb6.GIF

I hated the item-focused gameplay of AOS... with this new innovative system in place you can play any way you want, without the need for items.It's really fun!
 

Finaltwist

Squire
just addeda new feature yesterday - when a player logs out, a clone of his character remains in the world. this clone can then train anyone else up to 80 skill for a cost, and half the cost goes to the logged out player. in other words, players can now make money while offline for skills they have gm'd.
 

Edward Teach

Citizen
Doesn't this already happen? I have copies of all the characters that ever logged in already hanging around on my copy, I always thought that was quite funny.
 

bonjeemon

Citizen
Agreed, i see all my signed out character's wondering around town, and can train from them already in the nov 14th release, but not sure if any cash actually goes to those players for it
 

Finaltwist

Squire
No this is a new system i just added (they can only train to 42 before and no money went to the player)

It's a cool feature as it allows a player to make some money while offline. the clones were also tweaked as there were too many of them
 

Finaltwist

Squire
Finaltwist updated Ultima Adventures - Community modded fork Ultima Odyssey with a new update entry:

Major update

Here is a copy of the latest server files and client. MAJOR changes and content added to this now, the result of work of many months and multiple people.

The client is now much easier to understand and use
diminishing return algos added to open up late game
harvesters, balance spikes
soulbound system

too many changes to list here, see changelog:
Jan 19
- PvE gauntlet is now active near clues moongate. simply double click on the gauntlet master. note: you cannot die when...

Read the rest of this update entry...